Beyond the Vast
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Beyond the Vast
I stole the name from Ferret and I am not apologizing.
So those who've played games with me before know that my interests wax and wane with a high frequency. It can be hard for me to stick to one campaign for very long. But what if I took that energy and harnessed it toward something that is constantly changing? It just so happens that an infinite cosmos can provide me with almost any setting I can think of. It's very hard to think of a cool adventure I can't do in such context. But I'm going to be throwing in even more of a twist than that. If you've never heard of a West Marches style game before, now's a good time to read up on that. If you'd prefer just the short version, here's the idea:
1) There is no regular time: every session is scheduled by the players on the fly.
2) There is no regular party: each game has different players drawn from a larger pool.
3) There is no regular plot: The players decide where to go and what to do. It is a sandbox game in the sense that’s now used to describe video games like Grand Theft Auto, minus the missions. There is no mysterious old man sending you on quests. No overarching plot, just an overarching environment.
So how am I applying this to Starfinder? Well you guys are going to be a large group of Starfinders who have established a forward operating base in a new galaxy. You had to go through Cryo-Sleep to get here and are basically colonists. Your new forward operating base will slowly expand into a town, and you will have a large supply of colonists to draw new characters from should you die or join late. Your goal is simple, expand your colony and explore your new surroundings. Who knows what you'll find?
This is gonna be run, obviously, very differently than normal. For one, it's gonna be voice games because that's easier to do short digestible adventures with. I may be able to swing a forum game or two eventually, but for now I'm sticking with voice. Characters all start at level 1 with expected gear. I will be actually using experience. Crazy, I know, but when players all can play at any time, difference in levels is to be expected. The world is not balanced to you. It is set in its balance and if you head in the wrong direction you will need to learn how to recognize a danger greater than you can deal with. In general things closer to your base will be easier, but do not rely on this to judge danger levels. There will be player death, I will not fudge dice. You will live with your mistakes and if you die, you make a new level 1. But the other players can totally cannibalize your gear.
If you're interested, literally just reply. Characters aren't super important here so I'm not doing any applications. Have fun exploring.
lapis-lazily- Posts : 1388
Join date : 2018-09-20
Age : 29
Re: Beyond the Vast
- Miles II - crunch:
- Miles II ("Miles Two")
Genderless SRO Mechanic 1
TN Small Construct (Technological)
Stats
STR 11 (+0)
DEX 16 (+3)
CON 12 (+1)
INT 12 (+1)
WIS 12 (+1)
CHA 10 (+0)
Theme- Roboticist:
- Theme Knowledge (1st)
You’re obsessed with the intricacies of constructs and how automated machines function. You can easily identify what a machine’s function is and have an easier time attempting to access the internal programming of mechanized life-forms. Reduce the DC of Engineering checks to identify creatures and technology by 5. Computers is a class skill for you, though if it is a class skill from a class you take at 1st level, you instead gain a +1 bonus to Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Crafting Savant (6th)
You’ve mastered the art of putting together technological armor and weapons from a variety of components. While equipment you construct certainly has your flair, it’s also clear that you can accomplish great feats of construction. When calculating the number of ranks you have in a skill necessary to construct a technological (not magic or hybrid) item, increase that number by 1. This allows you to construct technological equipment of up to your character level +1.
Technical Knack (12th)
You’ve developed a unique talent for efficiently repairing constructs and starships, whether effecting emergency repairs on a drone or keeping robotic allies in the fight. Once per day, you can cast make whole, but you can target only construct creatures or damaged technological (not hybrid or magical) items. When repairing a starship, you reduce the time spent to 2 hours of work instead of 5.
Master Roboticist (18th)
There are few pieces of technology that you’re unfamiliar with, so you are sure to take time to examine those unique discoveries you happen upon. Up to twice per day, after you spend at least 10 minutes studying a previously undiscovered piece of technology with an item level within 5 levels of your character level or the wreckage of a significant enemy technological construct, you regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points.
Race Features
Darkvision 60ft- Healing Circuit:
- In addition to being constructs and thus able to benefit from spells like make whole, SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on SROs. SROs also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can’t (such as raise dead).
- Integrated Equipment:
- An SRO has an internal, integrated standard datajack and comm unit. If an SRO is helpless, these can be removed or destroyed without damaging the SRO. They can be replaced or upgraded for the normal price of this equipment. An SRO has an additional built-in cybernetic component with an item level no greater than half the SRO’s character level (minimum item level 1). Each time the SRO gains a level, they can swap out this piece of equipment at no additional cost to represent internal reconfigurations. These pieces of equipment don’t count against the systems in which an SRO can install cybernetics.
- Robotic:
- SROs are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. SROs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. SROs can eat and drink, though they don’t need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum.
Class Features
Drone- Bypass:
- You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.
- Custom Rig:
- You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively.
While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks and drone mods require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit. Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.
If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.
Feats
Skill Focus (Engineering)
Skills (unlisted = stat mod)
Computers +7
Engineering +9
Phys Science +5
Piloting +7
Survival +2
Languages
Common
Draconic
Hit Points: 8
Stamina: 7
Resolve: 2
Saves
Fort +3
Ref +5
Will +1
Gear
Second Skin
EAC: 14
KAC: 15
ACP: N/A
Speed: 30
Max DEX: +5
Upgrades: ---
Tactical Semi-Auto Pistol
Attack: +3
Damage: d6
Damage Type: P
Range: 30
Crit: N/A
Currency
250 credits
Other Items
---
- Drone:
- Combat Drone
Medium Construct
Stats
STR 14 (+2)
DEX 12 (+1)
CON —
INT 6 (-2)
WIS 10 (+0)
CHA 6 (-2)
Features/Mods- Basic Mods:
- You can choose any of the mods on the basic mod list whenever your drone gains a new mod. Unless otherwise specified, you cannot install a single mod more than once.
- Limited AI:
- Each round on your turn, after you have acted, your drone can take either a move action or a standard action to attack (your drone doesn’t make a separate initiative roll). You must be able to issue simple commands to your drone, but you don’t have to spend actions to issue these commands. To receive these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconscious or otherwise unresponsive, or if your drone is ever out of range, your drone cannot take any actions until you are again able to command it or it is once more within range.
- Master Control:
- As a move action, you can directly control your drone. This allows the drone to take both a move action and any standard action this turn (one from your control, and one from its limited AI). If you also take a swift action, your drone can take a swift action as well, or it can combine its actions into a full action. Your drone must be able to see or hear you, or be within range of your custom rig, for you to directly control your drone.
- Skill Unit (Perception):
- Choose one of the following skills: Acrobatics, Athletics, Computers, Engineering, Perception, or Stealth. This is a class skill for your drone, and it gains a number of ranks in the chosen skill equal to your class level. Your drone can use this skill when not under your direct control. You can change your drone’s skill unit whenever you rebuild your drone from scratch. Additionally, whenever you are directly controlling your drone, it can use any of your skill ranks if you wish, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use Engineering to disable a device, for example).
- Reductive Plating:
- Your drone gains damage reduction 1/—. This increases to DR 2/— at 7th level and increases by 1 again at 13th level and every 3 levels thereafter.
- Melee Weapon Arms:
- Your drone is equipped with two robotic arms to which you can affix melee weapons, allowing your drone to wield that weapon and attack with it. This weapon cannot be disarmed. Wielding a two-handed melee weapon requires two melee weapon arms. If you do not already have a weapon to equip, you must purchase it separately. Swapping out a weapon in a melee weapon arm requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional melee weapon arm to the drone.
Weapon Proficiency (Advanced Melee)
Feats
Weapon Focus (Advanced Melee)
Skills (unlisted = stat mod)
Perception +4
Hit Points: 10
Saves
Fort +2
Ref +1
Will +0
Gear
No armor
EAC: 10
KAC: 13
ACP: N/A
Speed: 30
Max DEX: N/A
Tactical Doshko
Attack: +4
Damage: d12+2
Damage Type: P
Range: Melee
Crit: N/A
- Fluff:
- Miles II is old. Nobody is sure exactly how old (not even Miles itself) but other mechanics have estimated its age as anywhere from 300 years to over 500. This means it's entirely probable that Miles was built during the Gap - but, just like everyone else, it doesn't remember what happened during that time. In any case, after gaining sentience and independence, Miles chose to use its maker-given abilities to make a living as a mechanic/programmer... but time has marched on, and most of what Miles knows (and most of what it is) is now obsolete. This has made Miles rather grumpy and somewhat antisocial. With no reason now to stay among the Pact Worlds, Miles chose instead to explore the frontier.
Last edited by Nimbostratus on Fri Jan 11, 2019 7:45 am; edited 4 times in total
Eagleheart- Posts : 346
Join date : 2018-08-15
Age : 37
Re: Beyond the Vast
I was told I am being made to join this. Booyah.
ManOfTroy- Posts : 27
Join date : 2018-12-29
Re: Beyond the Vast
Thank the Gods I at least kinda figured out Voice. Are Playtest classes allowed or no?
---
---
- Darren Smith:
- Stats:
- CN Borai (Human) Vanguard 1
Theme: Spacefarer
EXP: 0 of 1300
Size: Med, Gender: Male, Age: 150 (physically 25), Height: 5'8", Weight: 166 lbs.
Red Eyes, Slick Black Hair, Black-Veined Pale Skin, Has a large and jagged scar running across his chest
Init: +3, Perception: +3
Defenses
HP: 14, Stamina: 11
Resolve: 4
EAC: 14
KAC: 15
Combat Maneuver AC: 23
Fort: +5, Ref: +5, Will: -1
Armor: Second Skin
Gain +1 AC if I have at least 1 point of EP [See Entropic Pool class feature].
Basic Tactical Shield - Can be angled towards an opponent as a Move Action to gain +1 Shield Bonus to AC; Shield Bonuses to AC don't stack with Cover.
Counts as Humanoid and Undead (whichever is worse) for effects that target by Type.
Immune to Negative Energy Damage.
+1 Racial Bonus to Saves against Disease, Exhaustion, Fatigue, Mind-Affecting effects, Paralysis, Poison, Sleep effects, and Stunning.
Affected by effects as a Living Creature, despite being Undead.
Take no penalties from Energy Drain effects (though Negative Levels can still kill in high enough quantity) and Negative Levels are removed after 24 hours without need for another save.
Offenses
Speed 30
Entropic Strike: +4 (1d3+3 Bludgeoning and/or Acid ([Crit: See Entropic Strike class feature]) (Block, Operative, Targets EAC even when dealing Bludgeoning damage, Does not require free hand, can be delivered through melee weapons if desired)
Shield Bash: +1 (1d3+0 Nonlethal Bludgeoning) (Basically a non-Archaic Unarmed Strike, but can apply Fusions as a One-Handed Basic Bludgeoning weapon)
Azimuth Laser Pistol: +4 (1d4 Fire (Burn 1d4)) 80' (Cap 20, Use 1)
Stats
STR: 11 (+0)
DEX: 16 (+3)
CON: 16 (+3)
INT: 10 (+0)
WIS: 8 (-1)
CHA: 12 (+1)
BAB: +1
Racial Abilities
Darkvision 60 feet
Deathly: For the purpose of effects that target creatures by Type, counts as both Humanoid and Undead, whichever is worse. I am immune to Negative Energy damage, and gain a +1 Racial Bonus to saves against Disease, Exhaustion, Fatigue, Mind-Affecting effects, Paralysis, Poison, Sleep effects, and Stunning.
Living Shell: Despite being Undead, I count as a Living Creature for the purpose of what effects can affect me (such as Healing magic.) If I am Destroyed I can be restored to my state of Undeath by spells and effects that normally restore life (such as Raise Dead.)
Old Talents: Gain the Skilled racial ability of Humans, giving me +1 Skill Rank per level. In addition, if I attempt to Disguise myself as a Human I take no penalty for disguising myself as a creature of a different Type.
Resist Energy Drain: I take no penalties from Energy Drain effects (though too many Negative Levels are still lethal) and any Negative Levels I have are removed ater 24 hours without the need for an additional Saving Throw.
Theme Abilities
Spacefarer Knowledge: I reduce the DC of Physical Science checks to Recall Knowledge about strange new worlds or features of space by 5. Physical Science becomes a class skill, or if it already is a class skill for my level 1 class (which it is) I gain a +1 Bonus to Physical Science checks. I gain a +1 bonus to Constitution at character creation.
Class Abilities
Entropic Pool (Max 3): A pool of energy used to fuel some class abilities. Pool begins at 0 points when combat begins. When I have 0 Entropic Points (EP) I can spend a Move Action and 1 Resolve to gain 1 EP. I gain 1 EP each time I take damage greater than or equal to twice my level in a single hit from a Significant enemy. I gain an additional point of EP whenever I take damage from a Critical Hit, which can stack with the point from damage if the Crit did enough damage. As long as I have at least 1 EP I gain a +1 Enhancement Bonus to AC. Entropic Pool is drained to 0 when combat ends.
Entropic Strike (1d3): I can deliver the raw force of Entropy with a touch. Doing so does not require a free hand. An Entropic Strike is a Melee Attack that counts as a Magical Advanced Melee weapon with an Item Level equal to my Vanguard Level; deals 1d3 plus my Constitution Modifier points of damage that can be Bludgeoning, Acid, or both as I choose with each attack;and targets EAC regardless of damage type. Counts as a One-Handed weapon when that matters.
I can also deliver an Entropic Strike through any Melee weapon (or Shield Bash) that I am proficient in. When doing so the attack uses normal Entropic Strike stats, but counts as the material of the weapon (or shield) used in the attack for the purposes of DR or Weaknesses/Vulnerability. If the weapon is no more than 2 Item Levels below my Vanguard Level I can also apply the weapon's Properties, Crit effects, and/or Weapon Fusions to my Entropic Strike.
When I roll a Critical Hit against a Significant Enemy I can choose not to deal the extra damage from the crit to instead gain 1 EP.
Starting at level 5 when I attempt any Combat Maneuver with which I have the Improved Combat Maneuver feat I target EAC+8 instead of the normal KAC+8.
Reaction Aspect: I embody the change Entropy brings about through chemical and molecular reactions (such as Rust and Rot). This affects certain class features.
Aspect Insight: I gain Improved Combat Maneuver (Dirty Trick) as a bonus feat, and a +2 Insight Bonus to Physical Science checks.
Feats
[Aspect] Improved Combat Maneuver (Dirty Trick): Gain a +4 bonus to deliver Dirty Trick Combat Maneuvers.
Bodyguard: As a Reaction when an adjacent ally is attacked, I can give that ally a +2 Circumstance Bonus to AC against that attack. If I do so, I take a -2 penalty to AC until the start of my next turn.- Skills:
Acrobatics (1) +7
Athletics (1) +4
Culture (1) +4
Intimidate (1) +5
Perception (1) +3
Physical Science (1) +7
Survival (1) +3
Languages
Common
Gear- Worn:
- Second Skin, Everyday Clothes, Consumer Backpack, Basic Tactical Shield
- Adventuring Gear:
- Personal Comm Unit, Flashlight (increases light 1 level in a 20 foot cone, one handed), 50 feet Titanium Alloy Cable, 1x Spare Battery (20/20 Charges), Mobile Hotelier Tent (Provides Environmental Protection like Armor. Cap 20, Use 1/8 Hours), 2 Weeks' Field Rations
- Augmentations:
- None
Money
1 Credit
Last edited by Shinigami02 on Sun Jan 06, 2019 10:35 am; edited 2 times in total
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
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